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/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
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-->

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <link rel="stylesheet" href="../../resources/js-test-style.css"/>
        <script src="../../resources/js-test-pre.js"></script>
        <script src="../resources/webgl-test.js"></script>
        <script src="../resources/webgl-test-utils.js"></script>
        <script id="vshader" type="x-shader/x-vertex">
            attribute vec2 pos;

            void main()
            {
                gl_Position = vec4(pos, 0, 1);
            }
        </script>

        <script id="fshader" type="x-shader/x-fragment">
            precision mediump float;

            void main()
            {
                gl_FragColor = vec4(0, 1, 0, 1);
            }
        </script>

        <script>
            "use strict";
            var wtu = WebGLTestUtils;

            // Check a single 32-bit RGBA pixel.
            function checkPixel(buf, index, correct) {
                for (var i = 0; i < 4; ++i) {
                    if (buf[index + i] != correct[i]) {
                        return false;
                    }
                }
                return true;
            }

            // Check the line loop by reading the pixels and making sure just the edge
            // pixels are green and the rest are black.
            function checkLineLoop(gl, w) {
                var buf = new Uint8Array(w * w * 4);
                gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
                var green = [0,255,0,255];
                var black = [0,0,0,255];
                var isCorrect = true;
                for (var j = 0; j < w * w * 4; j += 4) {
                    var correct = black;
                    if (j < w * 4 || j > w * (w - 1) * 4 || j % (w * 4) == 0 || j % (w * 4) == (w - 1) * 4) {
                        correct = green;
                    }
                    // ignore corner pixels
                    if ((j == 0) || (j == 4*(w-1)) || (j == 4*w*(w-1)) || (j== 4*(w*w - 1))) {
                        continue;
                    }
                    if (!checkPixel(buf, j, correct)) {
                        isCorrect = false;
                        break;
                    }
                }
                if (isCorrect) {
                    testPassed("Line loop was drawn correctly.");
                } else {
                    testFailed("Line loop was drawn incorrectly.");
                }
            }

            // Check the tri fan by reading the pixels and making sure they are all green.
            function checkTriFan(gl, w) {
                var buf = new Uint8Array(w * w * 4);
                gl.readPixels(0, 0, w, w, gl.RGBA, gl.UNSIGNED_BYTE, buf);
                var filled = true;
                for (var j = 0; j < w * w * 4; j += 4) {
                    if (!checkPixel(buf, j, [0,255,0,255])) {
                        filled = false;
                        break;
                    }
                }
                if (filled) {
                    testPassed("Triangle fan was drawn correctly.");
                } else {
                    testFailed("Triangle fan was drawn incorrectly.");
                }
            }

            function runTest()
            {
                var gl = wtu.create3DContext('testbed', { antialias: false });
                if (!gl) {
                    testFailed('could not create context');
                    return;
                }
                gl.clearColor(0, 0, 0, 1);
                var program = wtu.setupProgram(gl, ['vshader', 'fshader'], ['pos'])
                var w = document.getElementById('testbed').width;

                gl.enableVertexAttribArray(0);

                //---------- LINE_LOOP----------
                var d = 1/w;
                var vertices = new Float32Array([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
                var vertBuf = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
                var indBuf = gl.createBuffer();
                var indices = new Uint16Array([0, 1, 2, 3]);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

                debug('Draw a square using a line loop and verify that it draws all four sides and nothing else.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawArrays(gl.LINE_LOOP, 0, vertices.length / 2);
                checkLineLoop(gl, w);

                debug('Draw a square using an indexed line loop and verify that it draws all four sides and nothing else.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_SHORT, 0);
                checkLineLoop(gl, w);

                vertices = new Float32Array([0, 0, 0, 0, 0, 0, -1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
                vertBuf = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
                indBuf = gl.createBuffer();
                indices = new Uint16Array([0, 1, 2, 3, 4, 5, 6]);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

                debug('Draw a square using a line loop with a vertex buffer offset and verify that it draws all four sides and nothing else.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawArrays(gl.LINE_LOOP, 3, vertices.length / 2 - 3);
                checkLineLoop(gl, w);

                debug('Draw a square using an indexed line loop with an index buffer offset and verify that it draws all four sides and nothing else.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawElements(gl.LINE_LOOP, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2);
                checkLineLoop(gl, w);

                //---------- LINE_LOOP UBYTE ----------
                var degenVerts = new Array(252 * 2);
                for (var j = 0; j < 252 * 2; ++j) {
                    degenVerts[j] = -1+d;
                }
                degenVerts = degenVerts.concat([-1+d, -1+d, 1-d, -1+d, 1-d, 1-d, -1+d, 1-d]);
                vertices = new Float32Array(degenVerts);
                vertBuf = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
                indBuf = gl.createBuffer();
                var degenInd = new Array(252);
                for (var j = 0; j < 252; ++j) {
                    degenInd[j] = j;
                }
                degenInd = degenInd.concat([252, 253, 254, 255]);
                indices = new Uint8Array(degenInd);
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

                debug('Draw a square using an ubyte indexed line loop with 256 indices and verify that it draws all four sides and nothing else.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawElements(gl.LINE_LOOP, indices.length, gl.UNSIGNED_BYTE, 0);
                checkLineLoop(gl, w);


                //---------- TRIANGLE_FAN ----------
                vertices = new Float32Array([0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]);
                vertBuf = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
                indices = new Uint16Array([0,1,2,3,4,5]);
                indBuf = gl.createBuffer();
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

                debug('Draw a filled square using a triangle fan and verify that it fills the entire canvas.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLE_FAN, 0, vertices.length / 2);
                checkTriFan(gl, w);

                debug('Draw a filled square using an indexed triangle fan and verify that it fills the entire canvas.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawElements(gl.TRIANGLE_FAN, indices.length, gl.UNSIGNED_SHORT, 0);
                checkTriFan(gl, w);

                vertices = new Float32Array([1, 1, 1, 1, 1, 1, 0, 0, -1, -1, 1, -1, 1, 1, -1, 1, -1, -1]);
                vertBuf = gl.createBuffer();
                gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
                gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
                gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
                indices = new Uint16Array([0,1,2,3,4,5,6,7,8]);
                indBuf = gl.createBuffer();
                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indBuf);
                gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);

                debug('Draw a filled square using a triangle fan with a vertex buffer offset and verify that it fills the entire canvas.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawArrays(gl.TRIANGLE_FAN, 3, vertices.length / 2 - 3);
                checkTriFan(gl, w);

                debug('Draw a filled square using an indexed triangle fan with an index buffer offset and verify that it fills the entire canvas.');
                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
                gl.drawElements(gl.TRIANGLE_FAN, indices.length - 3, gl.UNSIGNED_SHORT, 3 * 2);
                checkTriFan(gl, w);
            }
        </script>
    </head>
    <body>
        <canvas id="testbed" width="10" height="10" style="width:50px; height:50px"></canvas>
        <div id="description"></div>
        <div id="console"></div>
        <script>
            "use strict";
            description('Verify that LINE_LOOP and TRIANGLE_FAN works correctly.');
            runTest();
            var successfullyParsed = true;
        </script>
        <script src="../../resources/js-test-post.js"></script>
    </body>
</html>
